I’ve been looking but haven’t found anything yet. I also don’t know how landing recovery works in this game specifically, I assume its the same as SF4, so no safe jumping on Ryu.
Also, I’ve that jump startup is still considered airborne, either that or there is no jump startup. Even if you do a perfect meaty, if they are holding up back, they will be airborne.
I’m pretty sure you only have 2 frames of trip guard in this game… meaning you can safe jump ryu. That’s according to the guide at least. Haven’t touched safe jumps yet; probably won’t for a while.
Having a lot of success with CADCing Asuka’s cr.mp and mixing them up with overheads, forward st.lk, double sweeps, EX cancan, and dash backs. I was using the counter a lot at first but I’ve found that for the most part if someone’s mashing then forward st.lk will almost always beat whatever they’re doing anyway. I’ve even started to apply this on hit as well as on block. If the mixup is successful then I end up with 600+ damage as opposed to the 400ish I’d get by ending the combo.
The blockstring is good, but CADC out of any move in that string leaves you at -2.
it’s really risky because mashing throw beats the counter, command throw, and almost all of your normals.
Leg Cutter 3rd Hit xx CADC is probably the best frame trap, it is +2. It’s not as rewarding as WtTK, but is easier to use. You can:
-Throw and go for Oki.
-Standing jab into your BnB if they are pressing buttons.
-counter if you smell a reversal coming, (beware of some reversals that are considered airborne from the first few frames).